Author Topic: Half Life 2: On-Calc  (Read 28896 times)

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Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #315 on: January 11, 2011, 02:08:47 am »
Aw im sorry to see this die, its nice that you're releasing the source though ^^

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #316 on: January 11, 2011, 02:12:25 am »
Lol Willrandship. That said, if you mean a raycaster like Blinder by the Dark and Michael Lee's game called Light, that could maybe work if you manage to get it to run at decent speed. :P
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #317 on: January 11, 2011, 08:55:07 am »
Alright, attached is the physics engine.  You should call sub(UP) to update the engine.  sub(IP) to initialize.  sub(AO,X,Y,Width,Height) to add an object.  Remember X and Y are *64.  Your program should have a label, OC (Object Callback) that the Update loop calls to do things like drawing.  The current object is returned in I.  For example, your object callback could look like this:
Lbl OC
Pt-On({I*18+L1}r,{I*18+L1+2}r,Pic1

I have to leave, but I'll document more later.
« Last Edit: January 11, 2011, 08:55:18 am by SirCmpwn »

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #318 on: January 11, 2011, 04:18:59 pm »
Nice, some doc might be cool :D
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #319 on: January 11, 2011, 10:34:41 pm »
You should also pass a tilemap into UP, 7x7 tiles.  Anything not 0 is considered solid and factors into collision detection.  sub(DM,Map) will draw the map.

Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #320 on: January 13, 2011, 09:28:11 pm »
Speaking of Blinded by the Dark, that game's source is available. Maybe we could make an axiom for it! it was a pretty nice engine, even if the greyscale health wasn't exactly the best (on mine at least)

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Re: Half Life 2: On-Calc
« Reply #321 on: January 17, 2011, 05:12:15 pm »
Speaking of Blinded by the Dark, that game's source is available. Maybe we could make an axiom for it! it was a pretty nice engine, even if the greyscale health wasn't exactly the best (on mine at least)
If you mean the shadows, that would actually be cool. I think Michael_Lee would like this, although I think he got a much faster speed on his new versions of Light.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline leafy

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Re: Half Life 2: On-Calc
« Reply #322 on: January 19, 2011, 09:40:36 pm »
@SirCmpwn If it's possible, could you post an example of the gravity routines in use? Thanks in advance :D
In-progress: Graviter (...)

Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #323 on: January 19, 2011, 10:47:43 pm »
@DJ

Comparing BBtD to the most recent screenies of Light is like comparing the 84+ version of block dude to the nspire's. :P


A note: BBtD doesn't check to infinite distance, and appears to do it with a line function (notice the noise at the ends, which IMO adds realism anyways) as compared to light, which goes to infinite distance which takes even more than you'd think, since it has to detect how far away from the screen it is as well as where you can see, and has to check much more of the area.

Maybe an axiom that supports scanning infinite, or different set distances? that would be really cool. Plus, the Half life engine. Both combined could do a really sweet vision-based sidescroller.
« Last Edit: January 19, 2011, 10:51:39 pm by willrandship »

Offline squidgetx

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Re: Half Life 2: On-Calc
« Reply #324 on: January 20, 2011, 07:14:16 pm »
I bet Michael could get a huge speed boost if he only checked a limited radius...

Offline willrandship

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Re: Half Life 2: On-Calc
« Reply #325 on: January 20, 2011, 07:16:08 pm »
Yeah, probably. It would be a nice idea to check out, at least.

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Re: Half Life 2: On-Calc
« Reply #326 on: January 20, 2011, 10:09:49 pm »
True, I bet he could maybe get 2x faster speed.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #327 on: April 13, 2011, 10:30:22 pm »
I just thought I'd mention that after Motherload, I'm picking this back up from scratch.  It shall be glorious.

Offline ztrumpet

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Re: Half Life 2: On-Calc
« Reply #328 on: April 13, 2011, 10:31:43 pm »
Wonderful.  I can't wait. ;D

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Re: Half Life 2: On-Calc
« Reply #329 on: April 13, 2011, 10:32:57 pm »
Wow glad to hear! Will the graphics be similar or will they have textures and such stuff?

Personally I don't mind a framerate loss, because at high framerate it's hard to see stuff moving anyway, especially on the Nspire LCD.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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